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LunarFlight Plugin (Steam VR Beta Version)

Discussion in 'SimTools Plugins' started by SilentChill, Feb 18, 2016.

  1. SilentChill

    SilentChill Problem Maker

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    Hi all here we have LunarFlight Plugin VR Beta Steam Version

    Working DOF:

    Yaw - Use plenty of washout so it goes back to centre if you can
    Pitch
    Roll


    I think I may be able to get some kinda Heave from the Thrust value but I'm just glad to get this far :)

    I've finally done it I just hope it works for everyone else , please let me know how you get on :)


    I will post a video tomorrow but I best go say Hi to the wife now :D

    Attached Files:

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  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I am busy today but am looking forward to trying this.

    Thanks so much for persevering to create the plugin @SilentChill, we all benefit and I bet @value1 really appreciates others sharing the load and contributing new plugins.
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  3. Cantsitstill

    Cantsitstill Member

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    He/she who endures, conquers (my old school motto). Well done.
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  4. Linkup

    Linkup Member

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    Great work, I wasn't planning on picking this up, but now I really should.
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  5. SilentChill

    SilentChill Problem Maker

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    Quick Update I have added Heave using the Thrust so you only get heave one way sorry, but at least you feel something when you Blast off :)


    Heres a video of me trying it out ;)




    Let me know how you get on

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  6. darkcrayon

    darkcrayon Member

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    So SilentChill, let me first say great job in getting a motion plugin working! I'd love to see it step by step.

    Nice work on the Lunar Flight plugin, it's pretty uncanny feeling "flying" motion along with the DK2. A suggestion/request though. I noticed if you're rolling over (or pitching) in any direction, as your ship turns around 180 degrees, it then moves you to the opposite direction. Is there a way to just use the motion of "G forces" instead, so that if you're rolling one way, you would just move to the max of your rig forever until you actually stop rolling? This is how the motion works in Elite and I think it's a bit more "realistic".

    Also I think I'm getting heave in both directions (I have it mapped to the bottom paddles on my G seat), at least when you're thrusting as you said.
  7. BlazinH

    BlazinH Well-Known Member

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    I agree g-forces would work better if possible. That is why I said this in a different thread.

    Plugin for Lunar Flight
    Last edited: Feb 20, 2016
  8. SilentChill

    SilentChill Problem Maker

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    I'm still learning here give me chance :p

    I have to read and learn a lot more before I can get g-forces going hopefully I can work it out
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  9. darkcrayon

    darkcrayon Member

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    Take your time! What you have so far is great and I'm Just happy someone is working on it :D
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  10. BlazinH

    BlazinH Well-Known Member

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    Hey Craig! I do really appreciate all the hard hours you have put into this plugin already! Especially seeing as how your dedication has almost led to your divorce and all! :(

    Really though :grin, I just wanted to restate above that I thought maybe forces could be calculated out of the data you have already found. But after some more thought it probably won’t work due to there not being any sync between memory updating and simtools polling of the memory.

    In theory, if updated roll and pitch data were coming into simtools at perfect evenly spaced intervals, you could subtract the current data read from the previous data read and those values would represent the rotational velocities of the axis. I know that you can create local variables in the simtools plugin if needed to help do this but I’m not positive if you can create static variables too since I don’t know how simtools is structured. But if you can use static variables this would allow you to store the current axis values as the previous axis values before the plugin exits so they would persist until the plugin fires again so they could be used to make the calculations necessary. But again, timing would have to be perfect or a way would have to be found to compensate for timing variations so I don’t this method would work correctly with a memory hook plugin.

    I have actually done this with DCS and it worked to some extent but again, slight timing variations caused jitter in the output that was unacceptable to me. So I wish you luck in finding the actual values! :popcorn
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  11. SilentChill

    SilentChill Problem Maker

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    Hi @BlazinH I need to use a transformation matrix from in world coordinates to convert to sim tools for roll pitch and yaw values and the same with sway heave and surge using in game speed vectors.

    I just need to learn how to code VB and use the correct math which is really one of my weak points
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  12. BlazinH

    BlazinH Well-Known Member

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    I don’t know if this will be helpful to you at all or if you even need to know @SilentChill but since I mentioned DCS I thought I’d look into their latest scripting engine and I ran across this information on their coordinate system, etc. I thought there may be some correlation with what you are trying to find.
    http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine/DCS:_World_1.2.1/Part_1

    Btw, if you need some assistance with VB feel free to PM me and I'll try to help out with that.

    DCS_World_Vectors.jpg
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  13. SilentChill

    SilentChill Problem Maker

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    @BlazinH That's excellent thanks a lot :) the more I can read the more I learn especially with the coding, as of 2 weeks ago my VB was none existent and my math is still terrible.

    Thanks for the offer of help I will probably need it if I cant bluff my way through it :D
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  14. DaVinster

    DaVinster Active Member

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    A plugin for lunar flight?! No Way!!? Add me to the list of testers! Will get some seat time this weekend hopefully (depending on the hunny-do list Lol).

    Just phenomenal!! Thanks SilentChill for biting into this!!

    Cheers,

    DaV
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    Last edited: Mar 10, 2016
  15. DaVinster

    DaVinster Active Member

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    After some testing with the oculus beta build.. I got very light motion until I played with the axis in the profile abit. I get good motion now. My only comment is that it needs a little more pitch and/or roll dialled back a bit, but then again it could just be my setup. The motion overall is great and really adds to this title. Very immersive.. THANK YOU SilentChill!!

    The Dev continues to support this title and the beta Oculus DK2 build is working great.. very little judder on rare occasions. Otherwise very smooth. He's also releasing a build for the CV1 and improved DK2 experience.

    If you're looking for something different this is a great title to consider. With motion and an Oculus it's now a 'must own' title, IMHO.

    Cheers,

    DaV
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  16. SilentChill

    SilentChill Problem Maker

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    I was going to continue getting the other DOF's running but I have been spending all my time getting the addresses for GTA and Elite dangerous Horizons. When the new lunar flight is released maybe I will do the full version then.
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  17. DaVinster

    DaVinster Active Member

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    Sounds good SilentChill. Yup he's got a full CV1 version coming soon that will move into his main branch. Best to not spend anymore time on it, priority wise, until he does. Even the motion the plugin has now really adds to the experience. It can only get better with the other DOFs implemented.

    I'm a VR snob now LOL so I'm rooting for the titles that support that because with motion the VR experience truly ROCKS!

    Thanks again Chill.. YOU Rock!!
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  18. Cantsitstill

    Cantsitstill Member

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    One small step for Chill, one giant leap motion for Chillkind.
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